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#1 | ||
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Annihilates annihilators.
Join Date: Jan 2007
Posts: 2,010
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Copypasted from the minisite article:
Quote:
EDIT: Quote:
Last edited by rancored_elf : 09-03-2007 at 06:37 AM. |
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#2 |
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Ascended Mage
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http://www.wizards.com/default.asp?x...swalkers/week4 is the site if you haven't read it yet with also a clear picture of the Green Planeswalker (Garruk Wildspeaker)
I'm beginning to like these, and the rules cleared it up for me. Glad they (the activated abilities) are one a turn, at Sorcery speed. The abilities can't be countered (unless by Stifle, etc), which is nice. Also, they can be Faith's Fetters which is very fun. Thumbs up from me all around. |
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#4 |
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Wizard Mentor
Join Date: Feb 2006
Location: a pretty cool place
Posts: 625
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Quicken states that the spell HAS to be sorcery for it to be played at instant speed.
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amazing sig by Le_Gambit over at [Æther] Hooray for http://xkcd.com/ !!! Players to avoid while playing on Magic Workstation due to blatant retardation: JBall |
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#5 |
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Archmage
Join Date: Jan 2007
Location: Brazil
Posts: 921
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Gaaaahh, sorcery speed, nooo!!
It sucks! |
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#6 | |
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Mountain Supergoat
Join Date: Jun 2006
Posts: 1,071
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These rules are terrible, needlessly complicated and unintuitive. In particular:
Quote:
What happens if a single source (e.g. Cone of Flame) deals multiple packets of damage? Can a packet be redirected? I assume so, but being able to redirect some packets, but not individual points of damage within packets, is really needlessly complicated. Last edited by FirstType : 09-02-2007 at 10:28 PM. |
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#7 |
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got silver?
![]() Join Date: Jan 2005
Location: peak everything
Posts: 9,816
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A summary of the stuff we weren't already clear about, for those not wanting to read the whole thing:
- any spell or ability that affects a permanent can affect a planeswalker (can be tapped, returned to hand, destroyed, etc) - if a card only affects a creature, it won't affect a planeswalker (Condemn and Damnation do nothing to them) - if two or more planeswalkers that share a subtype are in play, they're all put into their owners' graveyards as a state-based effect (so they're effectively legendary without saying so) - you're limited to one ability from each of your planeswalkers during your turn and only any time you could play a sorcery - you can't play a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it - as the declare attackers step begins, the active player declares who or what each attacking creature is attacking: the defending player or any of that player's planeswalkers - blocking creatures don't care who or what the attackers are attacking - unblocked creatures that are attacking a planeswalker assign and deal their combat damage to that planeswalker - a creature with trample that's attacking a planeswalker can't "trample over" that planeswalker and assign combat damage to the defending player (duh) - if a planeswalker leaves play or changes controllers, it stops being attacked, but a creature that was attacking it isn't removed from combat: if it isn't blocked it remains an attacking creature but assigns no combat damage - if a source you control would deal noncombat damage to an opponent, you may have that source deal all of that damage to a planeswalker that opponent controls instead (damage can't be split up between the player and their planeswalker/planeswalkers) - if a source you control would deal damage to you, you can't have that source deal that damage to one of your planeswalkers instead (you can't cast Hurricane and have your planeswalker take the damage instead of you) Rules clarifications: You can use damage prevention to stop damage to you that might be redirected to your planeswalkers. Just apply the damage prevention before the option to redirect, so you (and your planeswalkers) are safe. Smart players playing Garruk against red decks won't lose him due to Incinerate. Play Garruk. When he comes into play, you get priority again. Activate his +1 ability (untapping two lands). The +1 loyalty happens as a cost for the ability, so even if the opponent tries to Incinerate you and redirect it to Garruk as an instant, it's too late. He'll lose 3 loyalty and still be alive. True Believer "protects" your planeswalker by giving you shroud, so targeted burn can't hit you. Stifle does counter planeswalkers' activated abilities. Pithing Needle messes with planeswalkers nicely. Saltblast is better now. Molten Disaster can not only injure your opponent's planeswalkers, it clears away blockers so you can attack to finish them off
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![]() ![]() "It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring." - Carl Sagan Last edited by rancored_elf : 09-03-2007 at 03:12 AM. |
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#8 |
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Annihilates annihilators.
Join Date: Jan 2007
Posts: 2,010
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@FirstType: Such as what, for multiple packets of damage..?
They chose not to allow burn to go directly to them because that technically would require errata'ing every spell and ability in existance that did damage to players. Even then, in cases like Inferno, it can get a little weird. Additionally, I'm really starting to wonder how abuseable these are going to be with Clockspinning... |
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#9 |
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Just Getting Started
Join Date: May 2007
Posts: 10
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Lovely data
Incinerate kills a Garruk tasty! |
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#10 |
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Archmage
Join Date: Jan 2007
Location: Brazil
Posts: 921
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Yeah, the inferno's controller may have it deals damage to you OR to your planeswalkers. So, it's not like another player in the game, which is counter-intuitive and will cause lots of doubts and I'll have a hard time making my friends believe me...
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#11 |
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Ascended Mage
Join Date: Aug 2005
Location: Zendikar. ZENDIKAAAR!
Posts: 475
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Not being able to divide up the damage makes it more complicated? How is "all to you, or all to the 'walker" more complicated than dividing it up? I mean, with a teammate, if you play Inferno, you can't say "Hey, buddy, teammate, seeing as you have more life than I do, how about I take 3 and you take 9, huh?"
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![]() We are strong / No one can tell us we're wrong Searching our decks for so long Both of us knowing / In play is a battlefield
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#12 |
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Ascended Mage
Join Date: Jan 2005
Location: Searsport, Maine
Posts: 190
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pretty much what we expected.
its going to make things interesting if you have a planeswalker out it kind of acts like a shield against burn spells (in that your opponent might want to take off a couple loyalty points so they dont have to deal with a 3/3 beast or have to discard another card etc etc) and if you are playing against your opponent and hes building towards the big loyalty ability (like the -8 one on liliana) do you burn your opponent or set him back two or three loyalty points? it will make things interesting if nothing else. and I'm really interested to see what the other 3 planeswalkers do. |
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#13 | |
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Common Mage
Join Date: Feb 2005
Posts: 47
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I'm calling it: Planeswalkers suck for Constructed.
My Incinerate/Lash Out/PsiBlast > Your planeswalker.
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#14 |
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Experienced Mage
Join Date: Jul 2007
Location: Saturn
Posts: 75
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Nice to know that we were pretty much spot on with how the PWs work.
Also, did Wizards website not update right because MaRo's article is the one from the 27th? Ooops! A great day for wizards.com, indeed.
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I am probably the only person in the world that collects Tarnished Citadels. Not because I like the card, but because I don't want someone to get his hands on one and then attemp to actually play the damned thing.
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#15 |
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Experienced Mage
Join Date: Mar 2006
Location: Méxingland
Posts: 50
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I like them; they are flavourfoul, easy to undestand; although I have the feeling that in the pre relase the judges will be very busy; re explaining to everyone how to use properly Planeswalkers.
I want my Liliana.
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